Next up
The ocean is merely a trapezoid, using one tiled surface.
She's not gonna be standing in the water. She'll be standing on something else, floating above it.
I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.
...I think the answer is "yes".
A rather interesting thing I forgot about...
Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.
That, and symmetry, and they look cool.
I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.
Also, I don't need to animate walking in this section.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.
I feel like I combined a Patlabor with Briareos.
The next update may be full of bugs.
...moths, mostly.
I felt some mechanics were underutilized, so I'm making an expansion.
...more or less just a side quest and extra dungeon. No more than that here.
Coming who-knows-when.
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